[RELZWIP]Better Meshes plus Optimization

Post » Tue Jul 24, 2012 4:23 am

Better Meshes plus Optimization:
By Tarius
Version 1.1

===========================================================================
Table of Contents:
===========================================================================
1. Description.
2. Installation.
3. Full List.
4. Change Log.
5. Usage
6. Contact Me.

===========================================================================
1. Description.
===========================================================================
A simple mesh replacer that replaces some of the older meshes in Morrowind
as well as some of the currently replaced meshes. Meshes in this pack which
replace current replacers will look just as good but will use alot less polys,
hence the name Optimization.
The new meshes fit seamlessly with the originals so no editing is needed.

===========================================================================
2. Installation.
===========================================================================
To install, just copy the folder "Meshes" into your "Morrowind/Data Files"
folder.
No ESP is required.
===========================================================================
3. Full List.
===========================================================================

The list below is of every mesh that is being replaced.
This excludes bounding boxes which are usually no more then a couple dozen
polys.
o=original poly #, N=Mine, I=current
Furn_Com_Stool_02
O: 146
N: 1640
I: 4416
furn_com_barstool
O:124
N:792
I:1412
furn_com_planter
O:208
N:1640
I:4320
furn_com_cauldron_01
O:275
N:2700
I:7124
furn_com_cauldron_02
O:349
N:6248
I:9240
Furn_Com_Table_05
O:100
N:530
I:2336
furn_cushion_round 01-07
O:96
N:1400
I:2304
furn_com_lantern_hook and furn_com_lantern_hook_02
O:136
N:1494
I:3034
1.Total original:2146
2.Total mine:26338
3.Total gained over originals:24192
4.Total from current replacers:51044
5.Total saved over current replacers:24706
((I might as well explain this out some as I know some people will
just not get it.
#3 is the total additional polys I have added to the meshes
#5 is the total number of polys that are being removed by
using my replacers instead of others))

flora_marshmerrow_01
O:211
N:879
flora_marshmerrow_02
O:175
N:683
flora_marshmerrow_03
O:27
N:299
furn_com_chair_01
O:258
N:1396
Total Original:671
Total mine:3257
Total Gained:2586

===========================================================================
4. Change Log.
===========================================================================
1.0:
Initial Release

1.1: Full details in readme
Furn_Com_Bookshelf_01
Furn_Com_Chair_03
furn_de_chair_03
furn_de_stool_01
Furn_de_forge_01
Misc_Com_Pillow_01
Furn_DE_lightpost_01
Light_de_candle_01
light_de_candle_07
Misc_com_metal_plate_03
Misc_com_metal_plate_04
Misc_com_metal_plate_05
Misc_com_metal_plate_07
in_velothi_platform_01
Furn_ashpit_01
furn_ashpit_02
contain_barrel10
contain_barrel_01
contain_com_sack_02
Furn_kneeling_stool_01

===========================================================================
5. Usage.
===========================================================================
You can use these meshes in whatever you want, even other games, there is no
need to contact me. The only thing I ask is for you not to take credit for
something that isnt yours although you dont even have to list my name if you
dont want to.
While most replacers are simple modifications of the original meshes, my meshes,
while looking the same as the originals, are made completely from scratch and
include no part of the original meshes making them completely mine to do with
as I please.

Thanks to Bethesda for making the original models from which these were
based.
Please Note:
tx_glass_de_01
tx_glass_de_02
tx_glass_de_top_01
tx_glass_de_top_02
tx_rope_heavy*
Tx_ropestrip_02*
These are all enhanced textures from the originals and are not made completely
from scratch.
These are not required, but are recommended because they are much improved.
*-This means its made from scratch but is still not required.

and
light_de_candle_01
Light_De_Candle_07
All meshes of these are made from scratch. However, the animated light/particle
sources were copied over from the original files.

http://morrowind.nexusmods.com/mods/38170
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=9126 I can not update PES yet as I cant log in to do so. If anyone knows anything that would be great. I already asked in the thread that Xargoth made though, but havent gotten an answer yet.
User avatar
Rebecca Dosch
 
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Post » Tue Jul 24, 2012 4:45 am

Now, this looks promising. I especially like the fact that you are using brand new meshes. Having played around with the original meshes as much as I have I keep coming to the conclusion that new meshes are needed, I am just too lazy to start things over from scratch myself. This is especially true when it comes to vertex coloration. The original bethesda meshes already have baked vertex coloration, so if you want to alter it further it applies the alteration on top of Bethesda's Coloration- this usually means that things end up looking too dark. I look forward to loading your meshes up in Blender and Nifskope (I like to peruse other modders meshes in order to learn new things). Will probably use some of these in my game as well, will mix and match with my own mod in my install. BTW what is the collision mode on these? I usually ditch the collision boxes of the original and use the triangles themselves (I don't like to see my character standing midair).

Ah- NVM- I reread your post and I see that you have indeed ditched the bounding boxes. I definitely will be using this I think, as current replacers are needlessly high poly.
User avatar
Reven Lord
 
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Post » Tue Jul 24, 2012 10:28 am

Nice. I am going to keep trying to smooth meshes, but hopefully you will eventually make that work obsolete. *chuckle*
User avatar
Miss K
 
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Joined: Sat Jan 20, 2007 2:33 pm

Post » Tue Jul 24, 2012 9:50 am

Now, this looks promising. I especially like the fact that you are using brand new meshes. Having played around with the original meshes as much as I have I keep coming to the conclusion that new meshes are needed, I am just too lazy to start things over from scratch myself. This is especially true when it comes to vertex coloration. The original bethesda meshes already have baked vertex coloration, so if you want to alter it further it applies the alteration on top of Bethesda's Coloration- this usually means that things end up looking too dark. I look forward to loading your meshes up in Blender and Nifskope (I like to peruse other modders meshes in order to learn new things). Will probably use some of these in my game as well, will mix and match with my own mod in my install. BTW what is the collision mode on these? I usually ditch the collision boxes of the original and use the triangles themselves (I don't like to see my character standing midair).

Ah- NVM- I reread your post and I see that you have indeed ditched the bounding boxes. I definitely will be using this I think, as current replacers are needlessly high poly.

Actually I still have collision boxes with these, I never said I took them out, I just said the poly numbers didnt include them. I thought about taking them out entirely but since most arnt more then a couple dozen polys, I figured I might as well leave them in and ere on the side of caution so no one gets caught on these in some odd way. I figure there must have been some point for the originals so I left em.

One thing I did get rid of mostly is the vertex coloration. In fact only 3 meshes I remember I gave coloring with these both cauldrons and the planter but thats it.

If anyone wants to try I would appreciate someone comparing meshes from this to the same meshes from Mesh Improvements and seeing what the framerate impact is with one versus another to get a rough idea of just how much impact is had.(obviously you would have to put many of the same meshes down at once to feel and effect)
User avatar
Klaire
 
Posts: 3405
Joined: Wed Sep 27, 2006 7:56 am

Post » Mon Jul 23, 2012 11:12 pm

Pretty neat!
It's okay for you if I include them in the next patch of Morrowind Overhaul?
Thanks ;)
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no_excuse
 
Posts: 3380
Joined: Sun Jul 16, 2006 3:56 am

Post » Mon Jul 23, 2012 11:02 pm

Pretty neat!
It's okay for you if I include them in the next patch of Morrowind Overhaul?
Thanks ;)

You did not read. haha

===========================================================================
Table of Contents:
===========================================================================

1. Description.
2. Installation.
3. Full List.
4. Change Log.
5. Usage(yes, guy from MW Overhaul, you can include this)

===========================================================================
1. Description.
===========================================================================

User avatar
Annick Charron
 
Posts: 3367
Joined: Fri Dec 29, 2006 3:03 pm

Post » Mon Jul 23, 2012 11:48 pm

You did not read. haha
Lol, I didn't.
haha, thank you
keep it up :D
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chinadoll
 
Posts: 3401
Joined: Tue Aug 22, 2006 5:09 am

Post » Tue Jul 24, 2012 5:00 am

IDEA

suggest make a better stairs meshes. the original stairs are too big. it need more stairs
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Umpyre Records
 
Posts: 3436
Joined: Tue Nov 13, 2007 4:19 pm

Post » Mon Jul 23, 2012 11:24 pm

PES link up

IDEA

suggest make a better stairs meshes. the original stairs are too big. it need more stairs

Hmm I will have to take a look.
User avatar
Solène We
 
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Joined: Tue Mar 27, 2007 7:04 am

Post » Tue Jul 24, 2012 12:20 pm

Thanks for doing these Tarius. I did have some problems with the UV maps on some of the models which i think may be caused by the texture replacer i am using which is based on MVP and mixed and matched with textures from a load of other replacers. I fixed these for personal use and have uploaded them here should anyone else find themselves similarly afflicted.



Screenshots


http://i70.photobucket.com/albums/i109/Slartibartfast_2006/cauldrons.jpg?t=1303722315

http://i70.photobucket.com/albums/i109/Slartibartfast_2006/hooks.jpg?t=1303722522

http://i70.photobucket.com/albums/i109/Slartibartfast_2006/cushions.jpg?t=1303722479


http://www.yousendit.com/download/VnBvTkZ0UnFCSm8wTVE9PQ?cid=tr-cv-web-stnd-dl-litesend-null-c-19072&s=19072
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Carolyne Bolt
 
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Joined: Mon Jul 10, 2006 4:56 am

Post » Tue Jul 24, 2012 3:17 am

Thanks for doing these Tarius. I did have some problems with the UV maps on some of the models which i think may be caused by the texture replacer i am using which is based on MVP and mixed and matched with textures from a load of other replacers. I fixed these for personal use and have uploaded them here should anyone else find themselves similarly afflicted.
http://www.yousendit.com/download/VnBvTkZ0UnFCSm8wTVE9PQ?cid=tr-cv-web-stnd-dl-litesend-null-c-19072&s=19072
thanks, i needed them, too :) nevertheless: good work, tarius.
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Roberta Obrien
 
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Post » Tue Jul 24, 2012 2:01 pm

Thats fine, but I looked at alot of the original textures to make sure things were ok so yes I expect that if you have anything which deviates from that it would cause problems.
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Sunnii Bebiieh
 
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Post » Tue Jul 24, 2012 4:53 am

Hey, have you considered doing the armours? It would be great to have the smoothness and extra details of "Detailed Armor" without the incredible number of polygons. The gain in polygons would probably make these gains look like pocket change. *chuckle*

And thanks for the UV tweaks Slarty.
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kat no x
 
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Post » Tue Jul 24, 2012 9:20 am

Hey, have you considered doing the armours? It would be great to have the smoothness and extra details of "Detailed Armor" without the incredible number of polygons. The gain in polygons would probably make these gains look like pocket change. *chuckle*

And thanks for the UV tweaks Slarty.

Thats the second request for armor I have had. If someone can give me a step by step instruction on how to bone a mesh(either blender or 3ds max), then I would probably do it. Otherwise I have to learn how to and I am not planning on doing that at the moment.(and no just posting video links and saying choose one of these, haha)

Yea, I hear ya on the armor tho, with peices being like 50k polys and stuff, you could actually hit the 1 million poly limit if you were to be a packrat and shove stuff into one cell. Assuming this limit applys to everything and not just statics. I think I saw one mesh, may have been a weapon replacer though, that had close to 100k polys; thats just rediculous. I only crank up the polys for roundness mostly to the point where you couldnt see the angles at normal visual range. I wish more people took into account this fact that after a certain point, roundness doesnt matter as you would be unable to inspect it that close in the game to begin with.(or unable under normal circumstances, if you are going to simply open the model up in a program or do some wierd positioning/viewing in game, then of course you would see angles)
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Pumpkin
 
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Post » Tue Jul 24, 2012 11:24 am

Actually, I think that the only thing you have to do that for is the cuirasses - everything else can be done as normal. I'm sort of with you on the smoothness, but I think I like to be able to inpect at least a little bit closer than you do. *shrugs*
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Cathrin Hummel
 
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Post » Tue Jul 24, 2012 1:47 am

Thats the second request for armor I have had. If someone can give me a step by step instruction on how to bone a mesh(either blender or 3ds max), then I would probably do it. Otherwise I have to learn how to and I am not planning on doing that at the moment.(and no just posting video links and saying choose one of these, haha)

That's exactly the info I need for my body project too... so armour isn't out of the question for me to work on in future. :cool:
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Monique Cameron
 
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Post » Tue Jul 24, 2012 5:10 am

:foodndrink:
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biiibi
 
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Post » Tue Jul 24, 2012 3:38 am

I had to do some serious digging to locate this thread. Couldn't remember the title for the life of me. Any progress lately Tarius?

I couldn't imagine how many more faces the Vivec cantons would have if the meshes were ever improved. :shocking:

Edit: For using the wrong name, doh. That's what happens when I try to multi-task.
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Victor Oropeza
 
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Post » Tue Jul 24, 2012 12:58 pm

I had to do some serious digging to locate this thread. Couldn't remember the title for the life of me. Any progress lately IanB2?

I couldn't imagine how many more faces the Vivec cantons would have if the meshes were ever improved. :shocking:
Not much progress from me at the moment, got a few meshes that need UVing and one completely done so far, but most of my time is being taken elsewhere at the moment.
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BEl J
 
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Post » Mon Jul 23, 2012 10:09 pm

Very nice. I've been thinking about getting back into Morrowind and these are a great addition.
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Laurenn Doylee
 
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Post » Mon Jul 23, 2012 9:24 pm

1.Total original:2146polys
2.Total mine:26338polys

Total Original:671
Total mine:3257

Do you I get you right that if I have a poor computer and have original meshes only, I'd better not use your meshes as the poly count will increase significantly as compared to the originals?
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NAkeshIa BENNETT
 
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Post » Tue Jul 24, 2012 7:12 am

The uvmaps on furn_com_lantern_hook.nif and furn_com_lantern_hook_02.nif both need touched up. Here's a http://i219.photobucket.com/albums/cc24/Syrcanus/lanternhooks.jpg of what they look like currently.
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Emma Copeland
 
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Post » Tue Jul 24, 2012 12:27 am

Slartibartfast1 has a fix for those, plus the cushions, on the first page.
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Anna S
 
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Post » Tue Jul 24, 2012 1:40 am

Oh, thanks for the tip. I swore I thought I'd downloaded that already. Guess I forgot to. :shrug:
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FLYBOYLEAK
 
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Post » Tue Jul 24, 2012 11:35 am

Slartibartfast1 has a fix for those, plus the cushions, on the first page.



https://www.yousendit.com/download/UnlCd0VIcHZQb0t4dnc9PQ
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Skivs
 
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